export class Constant {
    //全局日志控制,详见[策划案-命名参考-测试实例]
    public static LOG_CONTENT_LEVEL = 'test_fight,disu';//LevelCon,AutoActorCon,test_fight,test_time;ORCA
    //默认全输出日志等级
    static LOG_ALL_LABEL = "all"

    static GAME_SET = {//Actor:[状态:动画]
        //随机buff数量
        RandomBuffNum: 3,
        //金币持续事件
        CoinliftTime: 2,
        //场景存活对象最大数量
        MaxAlive:10,
        //初始资源数量
        InitGSpawn:9999,
        InitMSpawn:10,
        InitWSpawn:10,
        //经验条
        ExpBar:10,
        //默认暴击率
        CritRate:0.2,
        //暴击伤害倍率
        CritMult:2,
        // 伤害浮动 ±randVar%
        RandVar:0.05,
        //固定计算位数
        NumFixed :1
    }

    static HURT_TYPE = {//伤害方式
        //随机buff数量
        Buff: "buff",
        Attack: "attack",
        SelfHit:"自残",
    }

    static ACTION = {//Actor:[状态:动画]
        Idle: "idle",
        Attack: "attack",
        Run: "run",

        Hit: "hit",//暂无动画
        Die: "die",//暂无动画
    }

    static EFFECT = {//特效
        Explosion: "explosion",
        Fire: "fire",
        GSpawn: "g_spawn",
        MSpawn: "m_spawn",
        WSpawn: "w_spawn",

        TriggerWay:{
            //初始化
            Init: 0,
            //平A前
            BeforeHurt: 1,
            //暴击后
            MidHurt: 2,
            //平A后
            Hurt: 3,
        }
    }

    static EVENT_NAME = {//公用事件
        onBgmVolumeChanged: "onBgmVolumeChanged",//调节音量
        onProjectileDead: "onProjectileDead",//箭矢销毁
        onCoinCollect: "onCoinCollect",//金币回收

        onBranchCreate:"onBranchCreate",//选择兵种创建
        onResourceUpdate:"onResourceUpdate",//资源更新
        onExpUpdate:"onExpUpdate",//更新经验值
        onBarrierUpdate:"onBarrierUpdate",//关卡更新

        initLevelInfo:"initLevelInfo",//初始化关卡界面
        // onHpHitDead:"onHpHitDead",//战斗数值销毁
    }

    static ACOTR_EVENT_NAME = {//角色事件
        onHurt: "hurt",//受伤:伤害计算
        onKilled: "killed",//被杀
        onFrameAttack: "onFrameAttack",//攻击帧动画
    }

    static STATIC_NODE_PATH = {//静态节点路径
        //右侧木塔
        Left:"Canvas/UIGame/spawn/left",
        Wood_Tower: "Canvas/UIGame/spawn/right/Wood_Tower",
        Wood_Tower_Destroyed: "Canvas/UIGame/spawn/right/Wood_Tower_Destroyed",
        //联军塔楼
        Right:"Canvas/UIGame/spawn/right",
        Tower: "Canvas/UIGame/spawn/left/Tower",
        Tower_Destroyed: "Canvas/UIGame/spawn/left/Tower_Destroyed",
        //音频
        Audio: "Canvas/UIGame/audio",
        //资源界面
        Resource: "Canvas/UIGame/ui/UIResource",
        //region 脚本节点
        //LevelCon,UIGame
        UIGame: "Canvas/UIGame",
        UI: "Canvas/UIGame/ui",
        UIBuffGot:"Canvas/UIGame/ui/UIBuffGot/layout",
        UIBranchChoose:"Canvas/UIGame/ui/UIBranchChoose/layout",
        UILevelInfo: "Canvas/UIGame/ui/UILevelInfo/content",
        //endregion
    }

    static DIALOG_DEF = {//ui界面
        UIBuff: "UIBuff",
        UIShowTxt: "UIShowTxt",
    }

    static DYNAMIC_RESOURCE = {//动态资源路径
        Actor: {
            Forces1: {
                Regime: "left",
                Path: "model/actor",//预制体
            },
            Forces2: {
                Regime: "right",
                Path: "model/actor2",//预制体
            }
        },
        Audio: {
            AllPath: "audio/sfx/",//音频路径
            AudioName: {
                SfxHit001:"SfxHit-剑盾",
                SfxHit002:"SfxHit-弓",
                SfxHit003:"SfxHit-金属",
                SfxHit004:"SfxHit-魔法",
                SfxOther001:"SfxOther-匹配成功",
                SfxOther002:"SfxOther-获得金币",
                SfxOther003:"SfxOther-金币掉落",
                SfxShot001:"SfxShot-剑",
                SfxShot002:"SfxShot-弓",
                SfxShot003:"SfxShot-枪械",
            }
        },
        Prop: {
            Path: "model/prop",//预制体
        },
        Projectile: {
            Forces1: {
                Path: "model/projectile/arrow",//预制体
            },
            Forces2: {
                Path: "model/projectile/arrow-001",//预制体
            }
        },
        Data: {
            //兵种
            BranchPicPath: "ui/art/iconset",//图集plist
            BranchJsonPath: "data/actor",//数据
            //buff
            BuffPicPath: "ui/art/iconset",//图集plist
            BuffJsonPath: "data/effect",//数据
        },
        UiDialog: {
            Path: "ui/dialog/",//预制体路径
        },
        Ui:{
            HpHitNumPath: "effect/DamageText",//预制体路径
        }
    }
}
